Scripted Gimmicks vs. Systems-Driven Bosses
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Regarding that distinction, does the inclusion of environmental triggers fundamentally shift the encounter from a combat loop to a spatial puzzle within the game's state machine?
You claim this is a general trend. Which data suggests this is happening across the industry rather than just in a handful of high-budget AAA titles?
indies just call it puzzle combat.
I disagree that the mid-2010s were just about hitting environmental objects. Many of those cinematic fights still required precise timing and movement to survive the scripted phases.
I wonder if the rise of accessibility toggles is changing this... maybe developers use scripts to ensure everyone can clear the boss regardless of mechanical skill...?
Scripted gimmicks are basically just expensive QTEs. Why spend seventy bucks on a cinematic experience you cannot actually influence?
It reminds me of modern smart tools that limit what you can do to a few presets. You lose the ability to actually use the tool for its intended purpose.